Click a box to cycle empty → gold → green, so the usual change is one click: a buff that starts off turns on, and a common modifier that starts on its green default turns off.
With Delta Buffs (next to Metric) set to Atk, Def or All, every number becomes the change the gold boxes make — the difference between them being on and being off. Green and empty boxes are held identical on both sides of that comparison, so they contribute nothing: leaving a buff on green counts as part of the backdrop, and switching a default-on buff off is not reported as a negative buff.
The Hit / Wound / AP steppers count as gold. Attacker buffs are the toggles in this panel; defender buffs are the special rules on the Defenders tab. A gold defensive rule shows a negative delta, since it reduces your damage.
Buffs marked estimate adjust average damage and points efficiency only, never the distribution — a single-die reroll depends on which die was worst, which a per-die probability cannot express. Buffs marked partial have a component that is not modelled yet.
† A condition has been changed, so these cells are recomputed exactly for the current settings rather than read from the precomputed defaults. Average, percentiles, P(Kill), SD and CV all come from the same damage distribution.
🟨 Gold bars indicate the probability of doing that much damage to the target. Bright gold bars indicate damage equal to or greater than the unit's health and kill the target.
🟣 Magenta background indicates damage that is inefficient for the points of the attacking unit; 🟢 green background indicates damage that is efficient. The green dotted line marks efficiency = 1 (the attacker destroys its own points worth of the target).
🔵 The blue line is the probability of doing that much damage or more (1 − CDF for stats nerds). It starts at 100% — there is always a chance of doing at least 0 damage — and where it crosses the red line is the probability of killing the target unit.